A deformable bodies simulator based on a standard non-linear strain finite element simulation as in O’Brien et al. [1999]. This approach required incredibly small time steps.
Deformable Bodies
A deformable bodies simulator based on a standard non-linear strain finite element simulation as in O’Brien et al. [1999]. This approach required incredibly small time steps.
The scene contains a 4-sided room that are light-colored blue. Within this scene are various objects included a texture-mapped sphere and several stacked objects. There are 3 different shadow algorithms being used: projective shadows, shadow volumes, and shadow maps. Projective shadows from objects will only cast shadows on the floor and room, but not on […]
The scene is a 4-sided room containing a polished gold metallic sphere, polished copper metallic teapot, and polished silver metallic torus. I created an interface control which allows switching between vertex Gouraud shading and per-pixel Phong shading.
The scene is filled with 3D objects featuring ambient and diffuse lighting. The objects cast shadows on each other based on the light using shadow maps. The user may move the light source around.